Kill Ratio · Dev log #3
In development

Solo offline, sharper pixels

You can frag alone now — no live server required — with sharper pixels, a cleaner frame, and slime that finally reads as a hazard instead of a sticker.

Since Dev Log #2, the push was less “prettier rooms” and more you can actually open it and play. Solo offline landed: load the client, land in an arena, move and shoot without waiting on a multiplayer host. When a server is around, multiplayer still wants it. When it isn’t, you still get a deathmatch-shaped demo.

The frame got sharper and quieter. Vitals stay chunky; the old on-screen clutter is gone. Loading is a dark void with a small K badge spinning in the corner — no VHS snow over the wait. Aim and look finally agree, which sounds boring until you’ve lived with “up is down” for a stretch.

Slime sits in a dug basin with a green glow; water uses the same idea without the burn. Cover in the mid of hub maps stays fightable. Captures below are offline solo from today’s build. Tap any image to enlarge.

Central arena hub with pillar cover, hazard-striped crate, and clean vitals HUD
Central arena — mid cover, clean HUD
Combat view with Slag Cannon selected, hazard crate, and doorway ahead
Combat — Slag Cannon, ceiling fixtures
Looking down into a dug floor hazard basin
Hazard basin — slime and water live here now
Offline solo session with Pulse Blaster and vitals HUD only
Offline solo — Pulse Blaster, quiet HUD

Still ahead

Sound, the rest of the weapons, a boot sting, and a public browser URL. Today’s bar: open it, land, move, shoot — with or without a game server behind you.